changeset 102:89663c9dd772

Fixed reagent costs so that /ia snatch will get the correct prices.
author Asa Ayers <Asa.Ayers@Gmail.com>
date Thu, 19 Aug 2010 23:28:02 -0700
parents 53147a647e28
children 1f410255ebd8
files CHANGELOG.txt Modules/Crafting.lua
diffstat 2 files changed, 4 insertions(+), 2 deletions(-) [+]
line wrap: on
line diff
--- a/CHANGELOG.txt	Thu Aug 19 23:26:54 2010 -0700
+++ b/CHANGELOG.txt	Thu Aug 19 23:28:02 2010 -0700
@@ -4,6 +4,7 @@
 - Added a menu to allow the user to see what is to be crafted, only what you hae mats for, or view everything so you can see why something isn't to be crafted.
 - Added a new Crafting Rules module to allow the user to set up custom rules based on item names.
 - Converted the crafting threshold option to allow input instead of a drop down.
+- Fixed reagent costs so that /ia snatch will get the correct prices.
 
 2010-08-14  Asa Ayers  <Asa.Ayers@Gmail.com>
 
--- a/Modules/Crafting.lua	Thu Aug 19 23:26:54 2010 -0700
+++ b/Modules/Crafting.lua	Thu Aug 19 23:28:02 2010 -0700
@@ -423,16 +423,17 @@
 				for reagentId = 1, GetTradeSkillNumReagents(i) do
 					local reagentName, _, reagentCount = GetTradeSkillReagentInfo(i, reagentId);
 					local reagentLink = GetTradeSkillReagentItemLink(i, reagentId)
+					local reagentTotalCost = self:GetReagentCost(reagentLink, reagentCount)
 					
 					reagents[reagentId] = {
 						link = reagentLink,
 						name = reagentName,
 						count = reagentCount,
-						price = self:GetReagentCost(reagentLink, reagentCount),
+						price = reagentTotalCost / reagentCount,
 						need = 0, -- This will get populated after the decisions have been made. it can't
 						-- be done before that because highest profit items get priority on materials.
 					}
-					totalCost  = totalCost + self:GetReagentCost(reagentLink, reagentCount)
+					totalCost  = totalCost + reagentTotalCost
 				end
 				local data = {
 					recipeLink = recipeLink,